Commit Graph

13287 Commits

Author SHA1 Message Date
Matt Ebb
2e6a3710bb * Armature hierarchy selection tools
These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones. 
It's quite useful for bones that are in hard-to-click places.

The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone

* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection

Thanks to Joshua for reviewing this so promptly!

PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
2008-08-04 11:47:17 +00:00
Campbell Barton
3598dcd279 * KX_GameObject.cpp - error with getMesh(), was returning None rather then an error with invalid args. also memory leak with getVectTo() if invalid args were given.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
2008-08-04 01:57:22 +00:00
Benoit Bolsee
ae762bec91 BGE patch #17398 approved: implementation of BGE method getVectTo(). 2008-08-03 21:59:36 +00:00
Benoit Bolsee
df2364ab1a Update MSVC project files for new Boolean Operation file (BOP_Merge2.cpp) 2008-08-03 21:57:52 +00:00
Peter Schlaile
b647c5bba5 == FFMPEG ==
This fixes:
[#16655] Blender crashes when Fraps videos are added to the sequencer

(sorry, color conversion is not supported by swscaler for some reason,
so currently, only the crash is fixed)
2008-08-03 16:11:57 +00:00
Remigiusz Fiedler
ac7aef6b3d DXF-importer script. Works well with 2.46winXP
Please commit to 2.47 branch
patch history:
 v1.12 - 2008.08.03
 c2 warningfix: relocating of globals: layersmap, oblist 
 c2 modif UI: buttons newScene+targetLayer moved to start panel
 v1.12 - 2008.07.04
 c1 added control Curve's OrderU parameter
 c1 modif UI: preset buttons X-2D-3D moved to start panel
 b6 added handling exception of not registered LAYERs (Hammer-HL-editor DXF output)
 b5 rebuild UI: global preset 2D for Curve-Import
 b5 added UI-options: PL-MESH N+N plmesh_flip and normals_out 
 b5 added support for SPLINEs, added control OrderU parameter
 b5 rewrote draw module for NURBS_curve and Bezier_curve
 v1.12 - 2008.06.22
 b4 change versioning system 1.0.12 -> 1.12
 b4 print at start version-info to console
 b3 bugfix: ob.name conflict with existing meshes (different ob.name/mesh.name)
2008-08-03 15:57:09 +00:00
Peter Schlaile
855fa737d7 == Sequencer ==
Fixes:
[#15082] Sequencer: for image strips, the Input file field disappears if the cursor is out of the selected strip

also it wasn't really a bug, since the file name of image input strips
_has_ to depend on CFRA.

Well, we choose the next possible image strip, which is most likely the thing,
most people expected...
2008-08-03 15:56:35 +00:00
Peter Schlaile
7fc6741bcf == Sequencer ==
This fixes:
[#17405] Sequencer: unselected black strips are unreadable
using
[#17418] Fix for bug #17405: unselected black seq strips text unreadable

Thanks to Roelf De Kock for providing the patch and 
mindrones for the bug report :)
2008-08-03 15:45:53 +00:00
Peter Schlaile
cad3b73144 == Sequencer ==
This fixes:
[#17413] Sequencer: Blender crashes pressing R on a color strip
2008-08-03 15:35:56 +00:00
Joshua Leung
27b259345e Grease Pencil Drawing:
Some WIP code for 'nicer' drawing of thick 2d-strokes that will hopefully result in smoother lines, particularly with abrupt direction changes. Currently the code is hidden behind the rt button (for rt != 0), as in some cases, it still looks rather bad.
2008-08-03 11:55:45 +00:00
Daniel Genrich
7a14a3580b Little speedup for kdop-bvh 2008-08-03 11:40:09 +00:00
Daniel Genrich
1d49ed89cb Bugfix for non working selfcollisions [no 2.47 bugfix] 2008-08-03 01:41:57 +00:00
Daniel Genrich
ad2be5f64f Bugfix for weird + in the code, no idea why it compiled (yet some selfcollision bug to fix) [no 2.47 fix] 2008-08-03 01:00:51 +00:00
Benoit Bolsee
bf168dc3c5 Small update to get the BlenderPlayer compiling (also needed for 2.47) 2008-08-02 22:11:22 +00:00
Campbell Barton
e632b966ec BKE_global.h include path wasnt correct. made boxpack2d.c a bit more
readable. no functionality changes.
2008-08-02 21:39:01 +00:00
Mal Duffin
03f9c6a3fc Copies all required DLLS for Save Game as Runtime.
Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.

Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
2008-08-02 17:08:16 +00:00
Andrea Weikert
341655eab7 == imagebrowser ==
- HKEY now toggles hide/show dotfiles
2008-08-02 09:44:01 +00:00
Matt Ebb
82d87b2ab9 * patch #17394 by Vilem Novak - add menu item for 'Make Proxy Object'. Thanks! 2008-08-02 06:31:56 +00:00
Matt Ebb
38aa350173 * (slightly modified) old patch #7471 from Davide Vercelli - menu items for Show All Layers/Show Previous layers in the 3D View. Sorry this took so long! 2008-08-02 06:29:15 +00:00
Matt Ebb
b11790e08f * Minor tweaks to file menu item naming 2008-08-02 06:11:35 +00:00
Joshua Leung
451c00697f Scons - Mingw Compiling Fix:
When using BF_SPLIT_SRCS as a hack to get some of the larger libs compiled, there were some problems linking Blender related to some boolean calls. This commit tweaks the priorities for the boolean libs for the 'intern' group so that they get linked before the src libs are.
2008-08-02 00:25:50 +00:00
Mal Duffin
aa02e605f1 Fix for GE Make Runtime menu option
Doh - I forgot to add a comment to the previous commit.

This adds a file exists check for Make Dynamic Runtime for the GE.  It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).

I also renamed the option, to make it a bit more understandable.  This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )
2008-08-01 21:17:54 +00:00
Mal Duffin
fc52146342 2008-08-01 21:12:47 +00:00
Roland Hess
115dfb22cc Ipo Editor would not allow access to either World or Lamp texture Ipos. Now it does. Fixes bug #17379. 2008-08-01 12:56:29 +00:00
Ken Hughes
cb0aa467cd Tools
-----
New boolean merge algorithm.  The current code often does a poor job of merging tris and quads after the operation, resulting in many unnecessary faces.  This commit add a new algorithm which takes advantage of topology information saved in the interal BOP structures.

The file intern/boolop/intern/BOP_Misc.h has two #defines which control which algorithm(s) are compiled.  They are set now to compile both, with the new algorithm as the default.  The original algorithm can be enabled by setting the "rt" debugging button on the Scene panel (F10) to 100.

One note: the current boolean code still occasionally creates a non-manifold mesh from an operation on two manifold meshes.  The original merge algorithm would sometimes "close" these meshes and sometimes not.  The new algorithms behaves the same way, but sometimes closes a mesh the original would not and sometimes leaves open a mesh the original would close.  My fairly extensive tests did not indicate any significant difference in the percentage of final non-manifold meshes.
2008-07-31 18:37:03 +00:00
Joshua Leung
d66449996c == Grease Pencil Eraser - Tweaks ==
Improved accuracy of the eraser a bit. Now it does a boundbox test first before trying to erase strokes, which means that other (rather unrelated) strokes are less likely to be affected as well.
2008-07-31 12:23:29 +00:00
Ton Roosendaal
db82e15e6f Korean translation, provided by J.H. Jeong (yongdori)
(Bugreport 17415)
2008-07-31 12:23:09 +00:00
Ken Hughes
1b78333087 Tools
-----
Minor changes to boolean code; add an new include file to gather various
#defines global to the boolean system.  Currently, this just allows control
of whether some debugging code is compiled or not.

This is a precursor commit for some other boolean optimizations/cleanups.
But in case that commit is later reverted, this code should still remain.
2008-07-30 21:52:02 +00:00
Nathan Letwory
01b1bd4901 * another commit adding std:: to the sort call (older msvc [<9] choked?) 2008-07-30 20:45:04 +00:00
Benoit Bolsee
8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00
Benoit Bolsee
d05363627b Update MSVC project since recent commit 2008-07-30 17:22:57 +00:00
Brecht Van Lommel
7f170c18bb Bugfixes: fix for two memory leaks related to dupligroups,
and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
2008-07-30 16:15:15 +00:00
Daniel Genrich
2d3a57eaa3 Bugfix for mesh deformer under windows --> uninitialized variable was used in meshdeform_inside_cage() 2008-07-30 11:21:10 +00:00
Joshua Leung
f3a4f3adaf Grease Pencil Bugfixes:
* Segfaults with eraser should now be fixed 
* Attempted fixed for sequencer redraw problems with buttons
2008-07-30 09:20:05 +00:00
Joshua Leung
7b819bc631 == Grease Pencil - Eraser (First Draft) ==
This commit introduces the ability to erase strokes. Admittedly, the code for this is not totally stable yet, and doesn't always produce optimum results. I'm committing now for backup purposes.

It currently uses the lasso code to check whether segments of the strokes (a segment occurs between two recorded points) occur inside a region defined by the 'eraser' stroke, or any intersections it makes with the 'eraser' stroke.

There are multiple ways to erase strokes:
* With 'Draw Mode' on, use RMB-drag to erase
* With a tablet, use the 'eraser' end of the stylus
* Hold the Alt Key, and use the 'selection' mouse-button (i.e. LMB if mouse-button swapping is on, RMB otherwise) to erase. For this one, this is necessary to avoid overriding the view-rotation hotkey combo for 2-button mice!

Todo:
* 3d-strokes are not correctly mapped back to screen-space for sampling yet
* Drawing of eraser strokes is still not distinctive enough
* After running a few times, may cause stack corruption/segfaults, so be careful!


== Bugfixes ==
* Grease-Pencil Onion-Skinning works again. Onionskining was being supplied the wrong frames, and the alpha factor was still the old one used for 0-255 ranged colour values
2008-07-30 09:07:56 +00:00
Mal Duffin
34bb446734 Simple changes to Motion Actuator UI.
This includes...

- Renaming dLoc and dRot as Loc and Rot ( as well as changing the tooltip to location and rotation ).  dLoc and dRot are programming terms, not user terms.

- Placing Loc and Rot as the two initial shown values, so that the physical ones are all shown together.

I also changed it so that only Loc and Rot are shown in the UI, unless the object is Dynamic ( as the other values only make sense if it is dynamic ).

These are just a few simple changes, that should make a lot of difference to users when learning how to use the GE.


--------------------------------------

Things I'd *really* like to do to this, when I get a chance to code Blender again ( hopefully in a few days time, after I have finished teaching on the GE course )...

Color / Colour tint the X,Y and Z entry boxes as slightly red, green and blue, to reflect the colour of the axis / transform gizmo
...or...
Just show X,Y and Z labels above all of the values.

Getting to grips with the whole XYZ thing is very confusing for users, esp when they are presented with 6 x 3 entry boxes.
2008-07-29 22:44:43 +00:00
Nathan Letwory
e04c48df86 * making sure BGE compiles after brecht's big commit (r15867). Needed <algorithm> to compile with msvc. 2008-07-29 21:56:50 +00:00
Mal Duffin
7f3c27995e Copy Attributes now has option to copy all physical attributes.
There existed two options to copy only the mass, and only the damping, but no option to copy all of the physical attributes.

This patch adds in this option, right under the Mass and Damping listings.
2008-07-29 21:49:59 +00:00
Mal Duffin
ca951b3627 Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view.  ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand.  Now, zoom out until the box is about 10 pixels high, and press P again.  The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.
2008-07-29 20:28:11 +00:00
Daniel Genrich
039814f7d2 No long needed here (win64 cleanup) 2008-07-29 18:07:06 +00:00
Brecht Van Lommel
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
Benoit Bolsee
b0c513e83a BGE patch: fix support of group hidden layer in dupli group instantiation: only the objects in layers matching the group layer mask will be instantiated. This is equivalent to the 3D view 2008-07-28 22:36:27 +00:00
Ken Hughes
3120af6f34 Bugfix for #17396. Adding a text object would segfault when using freetype
2.3.6 or later.  Thanks to Cyril Brulebois for a one-line patch, which was
sent to the ML a while back.
2008-07-28 22:10:32 +00:00
Brecht Van Lommel
bc85f11e68 Bugfix: game engine does not support non-camera type objects as a
camera, would crash, so disabled using the object as a camera then.
2008-07-28 14:28:19 +00:00
Remigiusz Fiedler
91ece746b8 commit by jms:
Rvk1 to rvk2 script python did not work anymore with the softbodie in blender 2.46.  Only one line needs to be removed.
2008-07-28 10:13:56 +00:00
Joshua Leung
8162215f2a Bugfix:
Bone-locking should only be set if the bone (and not its parent/children) are selected. Transposition error from the patch (I had to manually apply as there were some oddities about the patch file).
2008-07-28 04:08:46 +00:00
Matt Ebb
edf557cb1c * Fix for Aligorith's fix for my mistaken uninitialised variable in outliner.c - it was never needed in the first place. 2008-07-28 00:21:34 +00:00
Joshua Leung
f4def51cd3 #17309: Copy/pasting bone names (without editing text) doesn't update bone/pose names
The pasting code for text-buttons (when hovering over the button), was incorrectly using the drawstr (i.e. the string that is displayed in the text-button, and includes the 'name' of the button) as the old value. This meant that the renaming code could not correctly detect matches to rename.
2008-07-27 12:48:46 +00:00
Joshua Leung
b2be0a181f Bugfix #17334:
This bug-report revealed a critical error made in the menus for Constraints Owner/Target spaces. It seems that the wrong values have been used for 'pose space' and 'local with parent' space. This has now been rectified, so that old rigs won't break (just that the labels will be a bit different).
2008-07-27 11:41:39 +00:00
Joshua Leung
05ec9021e4 Outliner.c:
Fixed some warnings about 'ob' being used uninitialsed. In some places that was definitely the case!
2008-07-27 05:20:35 +00:00